spaceship/audio/Sfx.gd
Claude 840f9aa9a0 #224: refuse to build a structure on top of another
BuildingField.place() dropped a structure at the fleet centroid with no
overlap check of any kind, so they could be stacked.

It reads worse than it looks. BuildingField decides which structure the
fleet is standing on by testing the centroid against interact_radius and
returning the FIRST match, so two structures inside one another make that a
question of list order rather than of where the player flew - you could fly
to your workshop and open the crafter.

The separation is interact_radius itself (150) rather than a new number,
because that is exactly the circle the ambiguity comes from. Buildings draw
to a radius of roughly 60, so this leaves a visible gap rather than letting
them touch.

Gated in three places: the info popup (the button greys out and says which
structure is in the way), _confirm_build, and _try_place - the preview goes
stale as the fleet keeps moving.

Ordering matters in one case. A unique structure replaces itself by
demolishing the old one BEFORE placing the new one, so a placement refused
afterwards would leave the player with neither. The check runs before the
demolition and excludes the structure being replaced. Case D pins it.

Two existing tests encoded the old permissive behaviour and now fly clear
first; neither is about placement:

  test_build_info_popup builds every menu option from one position, so
  each structure blocked the next
  test_payments_use_fleet_hold builds a mothership on the ship lab that
  an earlier case injects at the origin

Also fixes a bug from 37e2e89: Sfx.warm() called add_child() from _ready(),
which Godot refuses outright - it printed an error and never pre-built the
pool, defeating the point of warming it. Deferred, like Music.ensure().

173/173.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-09 12:57:28 +02:00

152 lines
5.9 KiB
GDScript

class_name Sfx
extends RefCounted
# Forgejo #146: the three things that happen to something and should be
# heard - a shot leaving a gun, a vessel dying, a structure coming down.
#
# The sounds themselves are synthesised (see audio/make_sfx.py) rather than
# downloaded. The ticket asked for free sources and the good ones are in its
# comments, but a generated sound has no licence to track, no attribution to
# keep, and no binary in the repository whose provenance nobody can check
# later. Swapping in a file from one of those packs is a matter of replacing
# the .wav - nothing here knows or cares which it is.
#
# Parented to the tree root for the same reason Music is: a sound started by
# something that is about to be freed - which is every one of these, a dying
# ship being the obvious case - cannot live on the thing that started it.
#
# A POOL rather than one player, because these overlap constantly: a fleet
# firing is several shots inside one shot's length. The oldest is recycled
# when they are all busy, which is the right thing to lose.
const NODE_NAME: String = "SfxPlayers"
const VOICES: int = 12
const SHOT: String = "shot"
const SHIP_DEATH: String = "ship_death"
const ENEMY_DEATH: String = "enemy_death"
const BUILDING_DEATH: String = "building_death"
const DIALOG: String = "dialog"
const BOSS_SCREAM: String = "boss_scream"
# #210, #213, #214, #208.
const PICKUP: String = "pickup"
const ASTEROID_BREAK: String = "asteroid_break"
const GAS_BLAST: String = "gas_blast"
const BLACK_HOLE: String = "black_hole"
# PRELOADED, not paths. play() used to load() on every call, which is a
# cache hit after the first time but a synchronous disk read and decode the
# first time - on the frame the sound was asked for. Ten sounds meant ten
# occasional late starts, one per sound, which is what "sometimes starting a
# bit late" was. Swapping in a different file is still just replacing the
# .wav; nothing here knows or cares which it is.
const SOUNDS: Dictionary = {
SHOT: preload("res://audio/sfx_shot.wav"),
SHIP_DEATH: preload("res://audio/sfx_ship_death.wav"),
ENEMY_DEATH: preload("res://audio/sfx_ship_death.wav"),
BUILDING_DEATH: preload("res://audio/sfx_building_death.wav"),
DIALOG: preload("res://audio/sfx_dialog.wav"),
BOSS_SCREAM: preload("res://audio/sfx_boss_scream.wav"),
PICKUP: preload("res://audio/sfx_pickup.wav"),
ASTEROID_BREAK: preload("res://audio/sfx_asteroid_break.wav"),
GAS_BLAST: preload("res://audio/sfx_gas_blast.wav"),
BLACK_HOLE: preload("res://audio/sfx_black_hole.wav"),
}
# Per-sound level. A shot is fired constantly and a death happens once, so
# they cannot share a volume and stay in proportion.
const LEVELS: Dictionary = {
SHOT: -26.0,
SHIP_DEATH: -23.0,
ENEMY_DEATH: -23.0,
BUILDING_DEATH: -23.0,
DIALOG: -19.0,
BOSS_SCREAM: -13.0,
# Quieter than everything else by a clear margin: it is the only sound
# here that can happen several times a second for minutes at a time, and
# a pickup blip at shot volume would be the loudest thing in the game.
PICKUP: -32.0,
ASTEROID_BREAK: -24.0,
GAS_BLAST: -21.0,
# The prologue's one irreversible moment, and nothing else is playing
# under it.
BLACK_HOLE: -11.0,
}
# Shots vary a little in pitch so a stream of them does not turn into one
# flat machine-gun note. The deaths do not: they are events, and a wobbling
# explosion sounds broken rather than varied.
const SHOT_PITCH_SPREAD: float = 0.12
# Pickups repeat harder than shots do, so they vary too - but less, because a
# pickup is a short bright tone and a wide spread on one reads as wrong notes
# rather than as variety. Rocks also break in twos and threes.
const PITCH_SPREAD: Dictionary = {
SHOT: SHOT_PITCH_SPREAD,
PICKUP: 0.07,
ASTEROID_BREAK: 0.09,
}
# Builds the voice pool before anything needs it. _pool() is lazy, so without
# this the first sound in a session paid for twelve AudioStreamPlayer nodes
# being created on the frame it was asked for - the worst late start of all,
# and the one that happens every session.
static func warm(tree: SceneTree) -> void:
if tree == null:
return
# Deferred, like Music.ensure(): this is called from _ready(), where the
# parent is still setting up children and a direct add_child() is
# refused outright. The lazy path in play() runs during an ordinary
# frame and does not need it.
var build: Callable = func() -> void:
_pool(tree)
build.call_deferred()
static func _pool(tree: SceneTree) -> Node:
var existing: Node = tree.root.get_node_or_null(NODE_NAME)
if existing != null:
return existing
var pool := Node.new()
pool.name = NODE_NAME
# #128 stops the tree for dialogs. A sound already in flight should
# finish rather than freeze mid-bang.
pool.process_mode = Node.PROCESS_MODE_ALWAYS
tree.root.add_child(pool)
for i in range(VOICES):
var voice := AudioStreamPlayer.new()
voice.process_mode = Node.PROCESS_MODE_ALWAYS
pool.add_child(voice)
return pool
# Plays one sound. Safe from a node on its way out of the tree, and safe to
# call far more often than there are voices.
static func play(tree: SceneTree, id: String) -> void:
if tree == null or not SOUNDS.has(id):
return
var stream: AudioStream = SOUNDS[id] as AudioStream
if stream == null:
return
var pool: Node = _pool(tree)
var voice: AudioStreamPlayer = null
for child in pool.get_children():
if not (child as AudioStreamPlayer).playing:
voice = child
break
if voice == null:
# All busy. The oldest is the one furthest through its own sound, so
# it is the one with the least left to lose.
var most: float = -1.0
for child in pool.get_children():
var at: float = (child as AudioStreamPlayer).get_playback_position()
if at > most:
most = at
voice = child
if voice == null:
return
voice.stream = stream
voice.volume_db = float(LEVELS.get(id, -10.0))
var spread: float = float(PITCH_SPREAD.get(id, 0.0))
voice.pitch_scale = 1.0 if spread <= 0.0 else 1.0 + randf_range(-spread, spread)
voice.play()